////***************************************************************************************
//// DynamicCubeMapApp.cpp by Frank Luna (C) 2015 All Rights Reserved.
////***************************************************************************************
//
//#include "../../../Common/d3dApp.h"
//#include "../../../Common/MathHelper.h"
//#include "../../../Common/UploadBuffer.h"
//#include "../../../Common/GeometryGenerator.h"
//#include "../../../Common/Camera.h"
//#include "DCFrameResource.h"
//#include "CubeRenderTarget.h"
//
//using Microsoft::WRL::ComPtr;
//using namespace DirectX;
//using namespace DirectX::PackedVector;
//
//#pragma comment(lib, "d3dcompiler.lib")
//#pragma comment(lib, "D3D12.lib")
//
//const int gNumFrameResources = 3;
//
//const UINT CubeMapSize = 512;
//
//// Lightweight structure stores parameters to draw a shape.  This will
//// vary from app-to-app.
//struct RenderItem
//{
//	RenderItem() = default;
//    RenderItem(const RenderItem& rhs) = delete;
// 
//    // World matrix of the shape that describes the object's local space
//    // relative to the world space, which defines the position, orientation,
//    // and scale of the object in the world.
//    XMFLOAT4X4 World = MathHelper::Identity4x4();
//
//	XMFLOAT4X4 TexTransform = MathHelper::Identity4x4();
//
//	// Dirty flag indicating the object data has changed and we need to update the constant buffer.
//	// Because we have an object cbuffer for each FrameResource, we have to apply the
//	// update to each FrameResource.  Thus, when we modify obect data we should set 
//	// NumFramesDirty = gNumFrameResources so that each frame resource gets the update.
//	int NumFramesDirty = gNumFrameResources;
//
//	// Index into GPU constant buffer corresponding to the ObjectCB for this render item.
//	UINT ObjCBIndex = -1;
//
//	Material* Mat = nullptr;
//	MeshGeometry* Geo = nullptr;
//
//    // Primitive topology.
//    D3D12_PRIMITIVE_TOPOLOGY PrimitiveType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
//
//    // DrawIndexedInstanced parameters.
//    UINT IndexCount = 0;
//    UINT StartIndexLocation = 0;
//    int BaseVertexLocation = 0;
//};
//
//enum class RenderLayer : int
//{
//	Opaque = 0,
//	OpaqueDynamicReflectors,
//	Sky,
//	Count
//};
//
//class DynamicCubeMapApp : public D3DApp
//{
//public:
//    DynamicCubeMapApp(HINSTANCE hInstance);
//    DynamicCubeMapApp(const DynamicCubeMapApp& rhs) = delete;
//    DynamicCubeMapApp& operator=(const DynamicCubeMapApp& rhs) = delete;
//    ~DynamicCubeMapApp();
//
//    virtual bool Initialize()override;
//
//private:
//	virtual void CreateRtvAndDsvDescriptorHeaps()override;
//    virtual void OnResize()override;
//    virtual void Update(const GameTimer& gt)override;
//    virtual void Draw(const GameTimer& gt)override;
//
//    virtual void OnMouseDown(WPARAM btnState, int x, int y)override;
//    virtual void OnMouseUp(WPARAM btnState, int x, int y)override;
//    virtual void OnMouseMove(WPARAM btnState, int x, int y)override;
//
//    void OnKeyboardInput(const GameTimer& gt);
//	void AnimateMaterials(const GameTimer& gt);
//	void UpdateObjectCBs(const GameTimer& gt);
//	void UpdateMaterialBuffer(const GameTimer& gt);
//	void UpdateMainPassCB(const GameTimer& gt);
//	void UpdateCubeMapFacePassCBs();
//
//	void LoadTextures();
//    void BuildRootSignature();
//	void BuildDescriptorHeaps();
//	void BuildCubeDepthStencil();
//    void BuildShadersAndInputLayout();
//	void BuildSkullGeometry();
//    void BuildShapeGeometry();
//    void BuildPSOs();
//    void BuildFrameResources();
//    void BuildMaterials();
//    void BuildRenderItems();
//    void DrawRenderItems(ID3D12GraphicsCommandList* cmdList, const std::vector<RenderItem*>& ritems);
//	void DrawSceneToCubeMap();
//
//	std::array<const CD3DX12_STATIC_SAMPLER_DESC, 6> GetStaticSamplers();
//	void BuildCubeFaceCamera(float x, float y, float z);
//
//private:
//
//    std::vector<std::unique_ptr<DCFrameResource>> mFrameResources;
//    DCFrameResource* mCurrFrameResource = nullptr;
//    int mCurrFrameResourceIndex = 0;
//
//    ComPtr<ID3D12RootSignature> mRootSignature = nullptr;
//
//	ComPtr<ID3D12DescriptorHeap> mSrvDescriptorHeap = nullptr;
//
//	ComPtr<ID3D12Resource> mCubeDepthStencilBuffer;
//
//	std::unordered_map<std::string, std::unique_ptr<MeshGeometry>> mGeometries;
//	std::unordered_map<std::string, std::unique_ptr<Material>> mMaterials;
//	std::unordered_map<std::string, std::unique_ptr<Texture>> mTextures;
//	std::unordered_map<std::string, ComPtr<ID3DBlob>> mShaders;
//	std::unordered_map<std::string, ComPtr<ID3D12PipelineState>> mPSOs;
//
//    std::vector<D3D12_INPUT_ELEMENT_DESC> mInputLayout;
// 
//	// List of all the render items.
//	std::vector<std::unique_ptr<RenderItem>> mAllRitems;
//
//	// Render items divided by PSO.
//	std::vector<RenderItem*> mRitemLayer[(int)RenderLayer::Count];
//
//	UINT mSkyTexHeapIndex = 0;
//	UINT mDynamicTexHeapIndex = 0;
//
//	RenderItem* mSkullRitem = nullptr;
//
//	std::unique_ptr<CubeRenderTarget> mDynamicCubeMap = nullptr;
//	CD3DX12_CPU_DESCRIPTOR_HANDLE mCubeDSV;
//
//    PassConstants mMainPassCB;
//
//	Camera mCamera;
//	Camera mCubeMapCamera[6];
//
//    POINT mLastMousePos;
//};
//
//int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE prevInstance,
//    PSTR cmdLine, int showCmd)
//{
//    // Enable run-time memory check for debug builds.
//#if defined(DEBUG) | defined(_DEBUG)
//    _CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF);
//#endif
//
//    try
//    {
//        DynamicCubeMapApp theApp(hInstance);
//        if(!theApp.Initialize())
//            return 0;
//
//        return theApp.Run();
//    }
//    catch(DxException& e)
//    {
//        MessageBox(nullptr, e.ToString().c_str(), L"HR Failed", MB_OK);
//        return 0;
//    }
//}
//
//DynamicCubeMapApp::DynamicCubeMapApp(HINSTANCE hInstance)
//    : D3DApp(hInstance)
//{
//}
//
//DynamicCubeMapApp::~DynamicCubeMapApp()
//{
//    if(md3dDevice != nullptr)
//        FlushCommandQueue();
//}
//
//bool DynamicCubeMapApp::Initialize()
//{
//    if(!D3DApp::Initialize())
//        return false;
//
//    // Reset the command list to prep for initialization commands.
//    ThrowIfFailed(mCommandList->Reset(mDirectCmdListAlloc.Get(), nullptr));
//
//	mCamera.SetPosition(0.0f, 2.0f, -15.0f);
//
//	BuildCubeFaceCamera(0.0f, 2.0f, 0.0f);
// 
//	mDynamicCubeMap = std::make_unique<CubeRenderTarget>(md3dDevice.Get(), 
//		CubeMapSize, CubeMapSize, DXGI_FORMAT_R8G8B8A8_UNORM);
//
//	LoadTextures();
//    BuildRootSignature();
//	BuildDescriptorHeaps();
//	BuildCubeDepthStencil();
//    BuildShadersAndInputLayout();
//	BuildSkullGeometry();
//    BuildShapeGeometry();
//	BuildMaterials();
//    BuildRenderItems();
//    BuildFrameResources();
//    BuildPSOs();
//
//    // Execute the initialization commands.
//    ThrowIfFailed(mCommandList->Close());
//    ID3D12CommandList* cmdsLists[] = { mCommandList.Get() };
//    mCommandQueue->ExecuteCommandLists(_countof(cmdsLists), cmdsLists);
//
//    // Wait until initialization is complete.
//    FlushCommandQueue();
//
//    return true;
//}
// 
//void DynamicCubeMapApp::CreateRtvAndDsvDescriptorHeaps()
//{
//	// Add +6 RTV for cube render target.
//	D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc;
//	rtvHeapDesc.NumDescriptors = SwapChainBufferCount + 6;
//	rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
//	rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
//	rtvHeapDesc.NodeMask = 0;
//	ThrowIfFailed(md3dDevice->CreateDescriptorHeap(
//		&rtvHeapDesc, IID_PPV_ARGS(mRtvHeap.GetAddressOf())));
//
//	// Add +1 DSV for cube render target.
//	D3D12_DESCRIPTOR_HEAP_DESC dsvHeapDesc;
//	dsvHeapDesc.NumDescriptors = 2;
//	dsvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
//	dsvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
//	dsvHeapDesc.NodeMask = 0;
//	ThrowIfFailed(md3dDevice->CreateDescriptorHeap(
//		&dsvHeapDesc, IID_PPV_ARGS(mDsvHeap.GetAddressOf())));
//
//	mCubeDSV = CD3DX12_CPU_DESCRIPTOR_HANDLE(
//		mDsvHeap->GetCPUDescriptorHandleForHeapStart(),
//		1,
//		mDsvDescriptorSize);
//}
//
//void DynamicCubeMapApp::OnResize()
//{
//    D3DApp::OnResize();
//
//	mCamera.SetLens(0.25f*MathHelper::Pi, AspectRatio(), 1.0f, 1000.0f);
//}
//
//void DynamicCubeMapApp::Update(const GameTimer& gt)
//{
//    OnKeyboardInput(gt);
//
//	//
//	// Animate the skull around the center sphere.
//	//
//
//	XMMATRIX skullScale = XMMatrixScaling(0.2f, 0.2f, 0.2f);
//	XMMATRIX skullOffset = XMMatrixTranslation(3.0f, 2.0f, 0.0f);
//	XMMATRIX skullLocalRotate = XMMatrixRotationY(2.0f*gt.TotalTime());
//	XMMATRIX skullGlobalRotate = XMMatrixRotationY(0.5f*gt.TotalTime());
//	XMStoreFloat4x4(&mSkullRitem->World, skullScale*skullLocalRotate*skullOffset*skullGlobalRotate);
//	mSkullRitem->NumFramesDirty = gNumFrameResources;
//
//    // Cycle through the circular frame resource array.
//    mCurrFrameResourceIndex = (mCurrFrameResourceIndex + 1) % gNumFrameResources;
//    mCurrFrameResource = mFrameResources[mCurrFrameResourceIndex].get();
//
//    // Has the GPU finished processing the commands of the current frame resource?
//    // If not, wait until the GPU has completed commands up to this fence point.
//    if(mCurrFrameResource->Fence != 0 && mFence->GetCompletedValue() < mCurrFrameResource->Fence)
//    {
//        HANDLE eventHandle = CreateEventEx(nullptr, false, false, EVENT_ALL_ACCESS);
//        ThrowIfFailed(mFence->SetEventOnCompletion(mCurrFrameResource->Fence, eventHandle));
//        WaitForSingleObject(eventHandle, INFINITE);
//        CloseHandle(eventHandle);
//    }
//
//	AnimateMaterials(gt);
//	UpdateObjectCBs(gt);
//	UpdateMaterialBuffer(gt);
//	UpdateMainPassCB(gt);
//}
//
//void DynamicCubeMapApp::Draw(const GameTimer& gt)
//{
//    auto cmdListAlloc = mCurrFrameResource->CmdListAlloc;
//
//    // Reuse the memory associated with command recording.
//    // We can only reset when the associated command lists have finished execution on the GPU.
//    ThrowIfFailed(cmdListAlloc->Reset());
//
//    // A command list can be reset after it has been added to the command queue via ExecuteCommandList.
//    // Reusing the command list reuses memory.
//    ThrowIfFailed(mCommandList->Reset(cmdListAlloc.Get(), mPSOs["opaque"].Get()));
//
//	ID3D12DescriptorHeap* descriptorHeaps[] = { mSrvDescriptorHeap.Get() };
//	mCommandList->SetDescriptorHeaps(_countof(descriptorHeaps), descriptorHeaps);
//
//	mCommandList->SetGraphicsRootSignature(mRootSignature.Get());
//
//	// Bind all the materials used in this scene.  For structured buffers, we can bypass the heap and 
//	// set as a root descriptor.
//	auto matBuffer = mCurrFrameResource->MaterialBuffer->Resource();
//	mCommandList->SetGraphicsRootShaderResourceView(2, matBuffer->GetGPUVirtualAddress());
//
//	// Bind the sky cube map.  For our demos, we just use one "world" cube map representing the environment
//	// from far away, so all objects will use the same cube map and we only need to set it once per-frame.  
//	// If we wanted to use "local" cube maps, we would have to change them per-object, or dynamically
//	// index into an array of cube maps.
//
//	CD3DX12_GPU_DESCRIPTOR_HANDLE skyTexDescriptor(mSrvDescriptorHeap->GetGPUDescriptorHandleForHeapStart());
//	skyTexDescriptor.Offset(mSkyTexHeapIndex, mCbvSrvUavDescriptorSize);
//	mCommandList->SetGraphicsRootDescriptorTable(3, skyTexDescriptor);
//
//	// Bind all the textures used in this scene.  Observe
//	// that we only have to specify the first descriptor in the table.  
//	// The root signature knows how many descriptors are expected in the table.
//	mCommandList->SetGraphicsRootDescriptorTable(4, mSrvDescriptorHeap->GetGPUDescriptorHandleForHeapStart());
//
//	DrawSceneToCubeMap();
// 
//    mCommandList->RSSetViewports(1, &mScreenViewport);
//    mCommandList->RSSetScissorRects(1, &mScissorRect);
//
//    // Indicate a state transition on the resource usage.
//	mCommandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(CurrentBackBuffer(),
//		D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET));
//
//    // Clear the back buffer and depth buffer.
//    mCommandList->ClearRenderTargetView(CurrentBackBufferView(), Colors::LightSteelBlue, 0, nullptr);
//    mCommandList->ClearDepthStencilView(DepthStencilView(), D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 1.0f, 0, 0, nullptr);
//
//    // Specify the buffers we are going to render to.
//    mCommandList->OMSetRenderTargets(1, &CurrentBackBufferView(), true, &DepthStencilView());
//
//	auto passCB = mCurrFrameResource->PassCB->Resource();
//	mCommandList->SetGraphicsRootConstantBufferView(1, passCB->GetGPUVirtualAddress());
//
//
//	// Use the dynamic cube map for the dynamic reflectors layer.
//	CD3DX12_GPU_DESCRIPTOR_HANDLE dynamicTexDescriptor(mSrvDescriptorHeap->GetGPUDescriptorHandleForHeapStart());
//	dynamicTexDescriptor.Offset(mSkyTexHeapIndex + 1, mCbvSrvUavDescriptorSize);
//	mCommandList->SetGraphicsRootDescriptorTable(3, dynamicTexDescriptor);
//
//	DrawRenderItems(mCommandList.Get(), mRitemLayer[(int)RenderLayer::OpaqueDynamicReflectors]);
//
//	// Use the static "background" cube map for the other objects (including the sky)
//	mCommandList->SetGraphicsRootDescriptorTable(3, skyTexDescriptor);
//
//	DrawRenderItems(mCommandList.Get(), mRitemLayer[(int)RenderLayer::Opaque]);
//
//	mCommandList->SetPipelineState(mPSOs["sky"].Get());
//	DrawRenderItems(mCommandList.Get(), mRitemLayer[(int)RenderLayer::Sky]);
//
//    // Indicate a state transition on the resource usage.
//	mCommandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(CurrentBackBuffer(),
//		D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT));
//
//    // Done recording commands.
//    ThrowIfFailed(mCommandList->Close());
//
//    // Add the command list to the queue for execution.
//    ID3D12CommandList* cmdsLists[] = { mCommandList.Get() };
//    mCommandQueue->ExecuteCommandLists(_countof(cmdsLists), cmdsLists);
//
//    // Swap the back and front buffers
//    ThrowIfFailed(mSwapChain->Present(0, 0));
//	mCurrBackBuffer = (mCurrBackBuffer + 1) % SwapChainBufferCount;
//
//    // Advance the fence value to mark commands up to this fence point.
//    mCurrFrameResource->Fence = ++mCurrentFence;
//
//    // Add an instruction to the command queue to set a new fence point. 
//    // Because we are on the GPU timeline, the new fence point won't be 
//    // set until the GPU finishes processing all the commands prior to this Signal().
//    mCommandQueue->Signal(mFence.Get(), mCurrentFence);
//}
//
//void DynamicCubeMapApp::OnMouseDown(WPARAM btnState, int x, int y)
//{
//    mLastMousePos.x = x;
//    mLastMousePos.y = y;
//
//    SetCapture(mhMainWnd);
//}
//
//void DynamicCubeMapApp::OnMouseUp(WPARAM btnState, int x, int y)
//{
//    ReleaseCapture();
//}
//
//void DynamicCubeMapApp::OnMouseMove(WPARAM btnState, int x, int y)
//{
//    if((btnState & MK_LBUTTON) != 0)
//    {
//		// Make each pixel correspond to a quarter of a degree.
//		float dx = XMConvertToRadians(0.25f*static_cast<float>(x - mLastMousePos.x));
//		float dy = XMConvertToRadians(0.25f*static_cast<float>(y - mLastMousePos.y));
//
//		mCamera.Pitch(dy);
//		mCamera.RotateY(dx);
//    }
//
//    mLastMousePos.x = x;
//    mLastMousePos.y = y;
//}
// 
//void DynamicCubeMapApp::OnKeyboardInput(const GameTimer& gt)
//{
//	const float dt = gt.DeltaTime();
//
//	if(GetAsyncKeyState('W') & 0x8000)
//		mCamera.Walk(10.0f*dt);
//
//	if(GetAsyncKeyState('S') & 0x8000)
//		mCamera.Walk(-10.0f*dt);
//
//	if(GetAsyncKeyState('A') & 0x8000)
//		mCamera.Strafe(-10.0f*dt);
//
//	if(GetAsyncKeyState('D') & 0x8000)
//		mCamera.Strafe(10.0f*dt);
//
//	mCamera.UpdateViewMatrix();
//}
// 
//void DynamicCubeMapApp::AnimateMaterials(const GameTimer& gt)
//{
//	
//}
//
//void DynamicCubeMapApp::UpdateObjectCBs(const GameTimer& gt)
//{
//	auto currObjectCB = mCurrFrameResource->ObjectCB.get();
//	for(auto& e : mAllRitems)
//	{
//		// Only update the cbuffer data if the constants have changed.  
//		// This needs to be tracked per frame resource.
//		if(e->NumFramesDirty > 0)
//		{
//			XMMATRIX world = XMLoadFloat4x4(&e->World);
//			XMMATRIX texTransform = XMLoadFloat4x4(&e->TexTransform);
//
//			ObjectConstants objConstants;
//			XMStoreFloat4x4(&objConstants.World, XMMatrixTranspose(world));
//			XMStoreFloat4x4(&objConstants.TexTransform, XMMatrixTranspose(texTransform));
//			objConstants.MaterialIndex = e->Mat->MatCBIndex;
//
//			currObjectCB->CopyData(e->ObjCBIndex, objConstants);
//
//			// Next FrameResource need to be updated too.
//			e->NumFramesDirty--;
//		}
//	}
//}
//
//void DynamicCubeMapApp::UpdateMaterialBuffer(const GameTimer& gt)
//{
//	auto currMaterialBuffer = mCurrFrameResource->MaterialBuffer.get();
//	for(auto& e : mMaterials)
//	{
//		// Only update the cbuffer data if the constants have changed.  If the cbuffer
//		// data changes, it needs to be updated for each FrameResource.
//		Material* mat = e.second.get();
//		if(mat->NumFramesDirty > 0)
//		{
//			XMMATRIX matTransform = XMLoadFloat4x4(&mat->MatTransform);
//
//			MaterialData matData;
//			matData.DiffuseAlbedo = mat->DiffuseAlbedo;
//			matData.FresnelR0 = mat->FresnelR0;
//			matData.Roughness = mat->Roughness;
//			XMStoreFloat4x4(&matData.MatTransform, XMMatrixTranspose(matTransform));
//			matData.DiffuseMapIndex = mat->DiffuseSrvHeapIndex;
//
//			currMaterialBuffer->CopyData(mat->MatCBIndex, matData);
//
//			// Next FrameResource need to be updated too.
//			mat->NumFramesDirty--;
//		}
//	}
//}
//
//void DynamicCubeMapApp::UpdateMainPassCB(const GameTimer& gt)
//{
//	XMMATRIX view = mCamera.GetView();
//	XMMATRIX proj = mCamera.GetProj();
//
//	XMMATRIX viewProj = XMMatrixMultiply(view, proj);
//	XMMATRIX invView = XMMatrixInverse(&XMMatrixDeterminant(view), view);
//	XMMATRIX invProj = XMMatrixInverse(&XMMatrixDeterminant(proj), proj);
//	XMMATRIX invViewProj = XMMatrixInverse(&XMMatrixDeterminant(viewProj), viewProj);
//
//	XMStoreFloat4x4(&mMainPassCB.View, XMMatrixTranspose(view));
//	XMStoreFloat4x4(&mMainPassCB.InvView, XMMatrixTranspose(invView));
//	XMStoreFloat4x4(&mMainPassCB.Proj, XMMatrixTranspose(proj));
//	XMStoreFloat4x4(&mMainPassCB.InvProj, XMMatrixTranspose(invProj));
//	XMStoreFloat4x4(&mMainPassCB.ViewProj, XMMatrixTranspose(viewProj));
//	XMStoreFloat4x4(&mMainPassCB.InvViewProj, XMMatrixTranspose(invViewProj));
//	mMainPassCB.EyePosW = mCamera.GetPosition3f();
//	mMainPassCB.RenderTargetSize = XMFLOAT2((float)mClientWidth, (float)mClientHeight);
//	mMainPassCB.InvRenderTargetSize = XMFLOAT2(1.0f / mClientWidth, 1.0f / mClientHeight);
//	mMainPassCB.NearZ = 1.0f;
//	mMainPassCB.FarZ = 1000.0f;
//	mMainPassCB.TotalTime = gt.TotalTime();
//	mMainPassCB.DeltaTime = gt.DeltaTime();
//	mMainPassCB.AmbientLight = { 0.25f, 0.25f, 0.35f, 1.0f };
//	mMainPassCB.Lights[0].Direction = { 0.57735f, -0.57735f, 0.57735f };
//	mMainPassCB.Lights[0].Strength = { 0.8f, 0.8f, 0.8f };
//	mMainPassCB.Lights[1].Direction = { -0.57735f, -0.57735f, 0.57735f };
//	mMainPassCB.Lights[1].Strength = { 0.4f, 0.4f, 0.4f };
//	mMainPassCB.Lights[2].Direction = { 0.0f, -0.707f, -0.707f };
//	mMainPassCB.Lights[2].Strength = { 0.2f, 0.2f, 0.2f };
//
//	auto currPassCB = mCurrFrameResource->PassCB.get();
//	currPassCB->CopyData(0, mMainPassCB);
//
//	UpdateCubeMapFacePassCBs();
//}
//
//void DynamicCubeMapApp::UpdateCubeMapFacePassCBs()
//{
//	for(int i = 0; i < 6; ++i)
//	{
//		PassConstants cubeFacePassCB = mMainPassCB;
//
//		XMMATRIX view = mCubeMapCamera[i].GetView();
//		XMMATRIX proj = mCubeMapCamera[i].GetProj();
//
//		XMMATRIX viewProj = XMMatrixMultiply(view, proj);
//		XMMATRIX invView = XMMatrixInverse(&XMMatrixDeterminant(view), view);
//		XMMATRIX invProj = XMMatrixInverse(&XMMatrixDeterminant(proj), proj);
//		XMMATRIX invViewProj = XMMatrixInverse(&XMMatrixDeterminant(viewProj), viewProj);
//
//		XMStoreFloat4x4(&cubeFacePassCB.View, XMMatrixTranspose(view));
//		XMStoreFloat4x4(&cubeFacePassCB.InvView, XMMatrixTranspose(invView));
//		XMStoreFloat4x4(&cubeFacePassCB.Proj, XMMatrixTranspose(proj));
//		XMStoreFloat4x4(&cubeFacePassCB.InvProj, XMMatrixTranspose(invProj));
//		XMStoreFloat4x4(&cubeFacePassCB.ViewProj, XMMatrixTranspose(viewProj));
//		XMStoreFloat4x4(&cubeFacePassCB.InvViewProj, XMMatrixTranspose(invViewProj));
//		cubeFacePassCB.EyePosW = mCubeMapCamera[i].GetPosition3f();
//		cubeFacePassCB.RenderTargetSize = XMFLOAT2((float)CubeMapSize, (float)CubeMapSize);
//		cubeFacePassCB.InvRenderTargetSize = XMFLOAT2(1.0f / CubeMapSize, 1.0f / CubeMapSize);
//
//		auto currPassCB = mCurrFrameResource->PassCB.get();
//
//		// Cube map pass cbuffers are stored in elements 1-6.
//		currPassCB->CopyData(1 + i, cubeFacePassCB);
//	}
//}
//
//void DynamicCubeMapApp::LoadTextures()
//{
//    std::vector<std::string> texNames =
//    {
//        "bricksDiffuseMap",
//        "tileDiffuseMap",
//        "defaultDiffuseMap",
//        "skyCubeMap"
//    };
//
//    std::vector<std::wstring> texFilenames =
//    {
//        L"E:/DX12Book/DX12LearnProject/DX12Learn/Textures/bricks2.dds",
//        L"E:/DX12Book/DX12LearnProject/DX12Learn/Textures/tile.dds",
//        L"E:/DX12Book/DX12LearnProject/DX12Learn/Textures/white1x1.dds",
//        L"E:/DX12Book/DX12LearnProject/DX12Learn/Textures/grasscube1024.dds"
//    };
//
//    for (int i = 0; i < (int)texNames.size(); ++i)
//    {
//        auto texMap = std::make_unique<Texture>();
//        texMap->Name = texNames[i];
//        texMap->Filename = texFilenames[i];
//        ThrowIfFailed(DirectX::CreateDDSTextureFromFile12(md3dDevice.Get(),
//            mCommandList.Get(), texMap->Filename.c_str(),
//            texMap->Resource, texMap->UploadHeap));
//
//        mTextures[texMap->Name] = std::move(texMap);
//    }
//}
//
//void DynamicCubeMapApp::BuildRootSignature()
//{
//	CD3DX12_DESCRIPTOR_RANGE texTable0;
//	texTable0.Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0, 0);
//
//	CD3DX12_DESCRIPTOR_RANGE texTable1;
//	texTable1.Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 5, 1, 0);
//
//    // Root parameter can be a table, root descriptor or root constants.
//    CD3DX12_ROOT_PARAMETER slotRootParameter[5];
//
//	// Perfomance TIP: Order from most frequent to least frequent.
//    slotRootParameter[0].InitAsConstantBufferView(0);
//    slotRootParameter[1].InitAsConstantBufferView(1);
//    slotRootParameter[2].InitAsShaderResourceView(0, 1);
//	slotRootParameter[3].InitAsDescriptorTable(1, &texTable0, D3D12_SHADER_VISIBILITY_PIXEL);
//	slotRootParameter[4].InitAsDescriptorTable(1, &texTable1, D3D12_SHADER_VISIBILITY_PIXEL);
//
//
//	auto staticSamplers = GetStaticSamplers();
//
//    // A root signature is an array of root parameters.
//	CD3DX12_ROOT_SIGNATURE_DESC rootSigDesc(5, slotRootParameter,
//		(UINT)staticSamplers.size(), staticSamplers.data(),
//		D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);
//
//    // create a root signature with a single slot which points to a descriptor range consisting of a single constant buffer
//    ComPtr<ID3DBlob> serializedRootSig = nullptr;
//    ComPtr<ID3DBlob> errorBlob = nullptr;
//    HRESULT hr = D3D12SerializeRootSignature(&rootSigDesc, D3D_ROOT_SIGNATURE_VERSION_1,
//        serializedRootSig.GetAddressOf(), errorBlob.GetAddressOf());
//
//    if(errorBlob != nullptr)
//    {
//        ::OutputDebugStringA((char*)errorBlob->GetBufferPointer());
//    }
//    ThrowIfFailed(hr);
//
//    ThrowIfFailed(md3dDevice->CreateRootSignature(
//		0,
//        serializedRootSig->GetBufferPointer(),
//        serializedRootSig->GetBufferSize(),
//        IID_PPV_ARGS(mRootSignature.GetAddressOf())));
//}
//
//void DynamicCubeMapApp::BuildDescriptorHeaps()
//{
//	//
//	// Create the SRV heap.
//	//
//	D3D12_DESCRIPTOR_HEAP_DESC srvHeapDesc = {};
//	srvHeapDesc.NumDescriptors = 6;
//	srvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
//	srvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
//	ThrowIfFailed(md3dDevice->CreateDescriptorHeap(&srvHeapDesc, IID_PPV_ARGS(&mSrvDescriptorHeap)));
//
//	//
//	// Fill out the heap with actual descriptors.
//	//
//	CD3DX12_CPU_DESCRIPTOR_HANDLE hDescriptor(mSrvDescriptorHeap->GetCPUDescriptorHandleForHeapStart());
//
//    auto bricksTex = mTextures["bricksDiffuseMap"]->Resource;
//    auto tileTex = mTextures["tileDiffuseMap"]->Resource;
//    auto whiteTex = mTextures["defaultDiffuseMap"]->Resource;
//    auto skyTex = mTextures["skyCubeMap"]->Resource;
//
//	D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
//	srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
//	srvDesc.Format = bricksTex->GetDesc().Format;
//	srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
//	srvDesc.Texture2D.MostDetailedMip = 0;
//	srvDesc.Texture2D.MipLevels = bricksTex->GetDesc().MipLevels;
//	srvDesc.Texture2D.ResourceMinLODClamp = 0.0f;
//	md3dDevice->CreateShaderResourceView(bricksTex.Get(), &srvDesc, hDescriptor);
//
//	// next descriptor
//	hDescriptor.Offset(1, mCbvSrvUavDescriptorSize);
//
//	srvDesc.Format = tileTex->GetDesc().Format;
//	srvDesc.Texture2D.MipLevels = tileTex->GetDesc().MipLevels;
//	md3dDevice->CreateShaderResourceView(tileTex.Get(), &srvDesc, hDescriptor);
//
//	// next descriptor
//	hDescriptor.Offset(1, mCbvSrvUavDescriptorSize);
//
//	srvDesc.Format = whiteTex->GetDesc().Format;
//	srvDesc.Texture2D.MipLevels = whiteTex->GetDesc().MipLevels;
//	md3dDevice->CreateShaderResourceView(whiteTex.Get(), &srvDesc, hDescriptor);
//
//	// next descriptor
//	hDescriptor.Offset(1, mCbvSrvUavDescriptorSize);
//
//	srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
//	srvDesc.TextureCube.MostDetailedMip = 0;
//	srvDesc.TextureCube.MipLevels = skyTex->GetDesc().MipLevels;
//	srvDesc.TextureCube.ResourceMinLODClamp = 0.0f;
//	srvDesc.Format = skyTex->GetDesc().Format;
//	md3dDevice->CreateShaderResourceView(skyTex.Get(), &srvDesc, hDescriptor);
//	
//	mSkyTexHeapIndex = 3;
//	mDynamicTexHeapIndex = mSkyTexHeapIndex+1;
//
//	auto srvCpuStart = mSrvDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
//	auto srvGpuStart = mSrvDescriptorHeap->GetGPUDescriptorHandleForHeapStart();
//	auto rtvCpuStart = mRtvHeap->GetCPUDescriptorHandleForHeapStart();
//
//	// Cubemap RTV goes after the swap chain descriptors.
//	int rtvOffset = SwapChainBufferCount;
//
//	CD3DX12_CPU_DESCRIPTOR_HANDLE cubeRtvHandles[6];
//	for(int i = 0; i < 6; ++i)
//		cubeRtvHandles[i] = CD3DX12_CPU_DESCRIPTOR_HANDLE(rtvCpuStart, rtvOffset + i, mRtvDescriptorSize);
//
//	// Dynamic cubemap SRV is after the sky SRV.
//	mDynamicCubeMap->BuildDescriptors(
//		CD3DX12_CPU_DESCRIPTOR_HANDLE(srvCpuStart, mDynamicTexHeapIndex, mCbvSrvUavDescriptorSize),
//		CD3DX12_GPU_DESCRIPTOR_HANDLE(srvGpuStart, mDynamicTexHeapIndex, mCbvSrvUavDescriptorSize),
//		cubeRtvHandles);
//}
//
//void DynamicCubeMapApp::BuildCubeDepthStencil()
//{
//	// Create the depth/stencil buffer and view.
//	D3D12_RESOURCE_DESC depthStencilDesc;
//	depthStencilDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
//	depthStencilDesc.Alignment = 0;
//	depthStencilDesc.Width = CubeMapSize;
//	depthStencilDesc.Height = CubeMapSize;
//	depthStencilDesc.DepthOrArraySize = 1;
//	depthStencilDesc.MipLevels = 1;
//	depthStencilDesc.Format = mDepthStencilFormat;
//	depthStencilDesc.SampleDesc.Count = 1;
//	depthStencilDesc.SampleDesc.Quality = 0;
//	depthStencilDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
//	depthStencilDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
//
//	D3D12_CLEAR_VALUE optClear;
//	optClear.Format = mDepthStencilFormat;
//	optClear.DepthStencil.Depth = 1.0f;
//	optClear.DepthStencil.Stencil = 0;
//	ThrowIfFailed(md3dDevice->CreateCommittedResource(
//		&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
//		D3D12_HEAP_FLAG_NONE,
//		&depthStencilDesc,
//		D3D12_RESOURCE_STATE_COMMON,
//		&optClear,
//		IID_PPV_ARGS(mCubeDepthStencilBuffer.GetAddressOf())));
//
//	// Create descriptor to mip level 0 of entire resource using the format of the resource.
//	md3dDevice->CreateDepthStencilView(mCubeDepthStencilBuffer.Get(), nullptr, mCubeDSV);
//
//	// Transition the resource from its initial state to be used as a depth buffer.
//	mCommandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(mCubeDepthStencilBuffer.Get(),
//		D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_DEPTH_WRITE));
//}
//
//void DynamicCubeMapApp::BuildShadersAndInputLayout()
//{
//	const D3D_SHADER_MACRO alphaTestDefines[] =
//	{
//		"ALPHA_TEST", "1",
//		NULL, NULL
//	};
//
//	mShaders["standardVS"] = d3dUtil::CompileShader(L"E:\\DX12Book\\DX12LearnProject\\DX12Learn\\LearnDemo\\Chapter 18 Cube Mapping\\DynamicCube\\Shaders\\Default.hlsl", nullptr, "VS", "vs_5_1");
//	mShaders["opaquePS"] = d3dUtil::CompileShader(L"E:\\DX12Book\\DX12LearnProject\\DX12Learn\\LearnDemo\\Chapter 18 Cube Mapping\\DynamicCube\\Shaders\\Default.hlsl", nullptr, "PS", "ps_5_1");
//	
//	mShaders["skyVS"] = d3dUtil::CompileShader(L"E:\\DX12Book\\DX12LearnProject\\DX12Learn\\LearnDemo\\Chapter 18 Cube Mapping\\DynamicCube\\Shaders\\Sky.hlsl", nullptr, "VS", "vs_5_1");
//	mShaders["skyPS"] = d3dUtil::CompileShader(L"E:\\DX12Book\\DX12LearnProject\\DX12Learn\\LearnDemo\\Chapter 18 Cube Mapping\\DynamicCube\\Shaders\\Sky.hlsl", nullptr, "PS", "ps_5_1");
//
//    mInputLayout =
//    {
//        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
//        { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
//		{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
//    };
//}
//
//void DynamicCubeMapApp::BuildSkullGeometry()
//{
//	std::ifstream fin("E:/DX12Book/DX12LearnProject/DX12Learn/LearnDemo/Chapter 18 Cube Mapping/DynamicCube/Models/skull.txt");
//
//	if(!fin)
//	{
//		MessageBox(0, L"E:/DX12Book/DX12LearnProject/DX12Learn/LearnDemo/Chapter 18 Cube Mapping/DynamicCube/Models/skull.txt not found.", 0, 0);
//		return;
//	}
//
//	UINT vcount = 0;
//	UINT tcount = 0;
//	std::string ignore;
//
//	fin >> ignore >> vcount;
//	fin >> ignore >> tcount;
//	fin >> ignore >> ignore >> ignore >> ignore;
//
//	XMFLOAT3 vMinf3(+MathHelper::Infinity, +MathHelper::Infinity, +MathHelper::Infinity);
//	XMFLOAT3 vMaxf3(-MathHelper::Infinity, -MathHelper::Infinity, -MathHelper::Infinity);
//
//	XMVECTOR vMin = XMLoadFloat3(&vMinf3);
//	XMVECTOR vMax = XMLoadFloat3(&vMaxf3);
//
//	std::vector<Vertex> vertices(vcount);
//	for(UINT i = 0; i < vcount; ++i)
//	{
//		fin >> vertices[i].Pos.x >> vertices[i].Pos.y >> vertices[i].Pos.z;
//		fin >> vertices[i].Normal.x >> vertices[i].Normal.y >> vertices[i].Normal.z;
//
//		vertices[i].TexC = { 0.0f, 0.0f };
//
//		XMVECTOR P = XMLoadFloat3(&vertices[i].Pos);
//
//		vMin = XMVectorMin(vMin, P);
//		vMax = XMVectorMax(vMax, P);
//	}
//
//	BoundingBox bounds;
//	XMStoreFloat3(&bounds.Center, 0.5f*(vMin + vMax));
//	XMStoreFloat3(&bounds.Extents, 0.5f*(vMax - vMin));
//
//	fin >> ignore;
//	fin >> ignore;
//	fin >> ignore;
//
//	std::vector<std::int32_t> indices(3 * tcount);
//	for(UINT i = 0; i < tcount; ++i)
//	{
//		fin >> indices[i * 3 + 0] >> indices[i * 3 + 1] >> indices[i * 3 + 2];
//	}
//
//	fin.close();
//
//	//
//	// Pack the indices of all the meshes into one index buffer.
//	//
//
//	const UINT vbByteSize = (UINT)vertices.size() * sizeof(Vertex);
//
//	const UINT ibByteSize = (UINT)indices.size() * sizeof(std::int32_t);
//
//	auto geo = std::make_unique<MeshGeometry>();
//	geo->Name = "skullGeo";
//
//	ThrowIfFailed(D3DCreateBlob(vbByteSize, &geo->VertexBufferCPU));
//	CopyMemory(geo->VertexBufferCPU->GetBufferPointer(), vertices.data(), vbByteSize);
//
//	ThrowIfFailed(D3DCreateBlob(ibByteSize, &geo->IndexBufferCPU));
//	CopyMemory(geo->IndexBufferCPU->GetBufferPointer(), indices.data(), ibByteSize);
//
//	geo->VertexBufferGPU = d3dUtil::CreateDefaultBuffer(md3dDevice.Get(),
//		mCommandList.Get(), vertices.data(), vbByteSize, geo->VertexBufferUploader);
//
//	geo->IndexBufferGPU = d3dUtil::CreateDefaultBuffer(md3dDevice.Get(),
//		mCommandList.Get(), indices.data(), ibByteSize, geo->IndexBufferUploader);
//
//	geo->VertexByteStride = sizeof(Vertex);
//	geo->VertexBufferByteSize = vbByteSize;
//	geo->IndexFormat = DXGI_FORMAT_R32_UINT;
//	geo->IndexBufferByteSize = ibByteSize;
//
//	SubmeshGeometry submesh;
//	submesh.IndexCount = (UINT)indices.size();
//	submesh.StartIndexLocation = 0;
//	submesh.BaseVertexLocation = 0;
//	submesh.Bounds = bounds;
//
//	geo->DrawArgs["skull"] = submesh;
//
//	mGeometries[geo->Name] = std::move(geo);
//}
//
//void DynamicCubeMapApp::BuildShapeGeometry()
//{
//    GeometryGenerator geoGen;
//	GeometryGenerator::MeshData box = geoGen.CreateBox(1.0f, 1.0f, 1.0f, 3);
//	GeometryGenerator::MeshData grid = geoGen.CreateGrid(20.0f, 30.0f, 60, 40);
//	GeometryGenerator::MeshData sphere = geoGen.CreateSphere(0.5f, 20, 20);
//	GeometryGenerator::MeshData cylinder = geoGen.CreateCylinder(0.5f, 0.3f, 3.0f, 20, 20);
//
//	//
//	// We are concatenating all the geometry into one big vertex/index buffer.  So
//	// define the regions in the buffer each submesh covers.
//	//
//
//	// Cache the vertex offsets to each object in the concatenated vertex buffer.
//	UINT boxVertexOffset = 0;
//	UINT gridVertexOffset = (UINT)box.Vertices.size();
//	UINT sphereVertexOffset = gridVertexOffset + (UINT)grid.Vertices.size();
//	UINT cylinderVertexOffset = sphereVertexOffset + (UINT)sphere.Vertices.size();
//
//	// Cache the starting index for each object in the concatenated index buffer.
//	UINT boxIndexOffset = 0;
//	UINT gridIndexOffset = (UINT)box.Indices32.size();
//	UINT sphereIndexOffset = gridIndexOffset + (UINT)grid.Indices32.size();
//	UINT cylinderIndexOffset = sphereIndexOffset + (UINT)sphere.Indices32.size();
//
//	SubmeshGeometry boxSubmesh;
//	boxSubmesh.IndexCount = (UINT)box.Indices32.size();
//	boxSubmesh.StartIndexLocation = boxIndexOffset;
//	boxSubmesh.BaseVertexLocation = boxVertexOffset;
//
//	SubmeshGeometry gridSubmesh;
//	gridSubmesh.IndexCount = (UINT)grid.Indices32.size();
//	gridSubmesh.StartIndexLocation = gridIndexOffset;
//	gridSubmesh.BaseVertexLocation = gridVertexOffset;
//
//	SubmeshGeometry sphereSubmesh;
//	sphereSubmesh.IndexCount = (UINT)sphere.Indices32.size();
//	sphereSubmesh.StartIndexLocation = sphereIndexOffset;
//	sphereSubmesh.BaseVertexLocation = sphereVertexOffset;
//
//	SubmeshGeometry cylinderSubmesh;
//	cylinderSubmesh.IndexCount = (UINT)cylinder.Indices32.size();
//	cylinderSubmesh.StartIndexLocation = cylinderIndexOffset;
//	cylinderSubmesh.BaseVertexLocation = cylinderVertexOffset;
//
//	//
//	// Extract the vertex elements we are interested in and pack the
//	// vertices of all the meshes into one vertex buffer.
//	//
//
//	auto totalVertexCount =
//		box.Vertices.size() +
//		grid.Vertices.size() +
//		sphere.Vertices.size() +
//		cylinder.Vertices.size();
//
//	std::vector<Vertex> vertices(totalVertexCount);
//
//	UINT k = 0;
//	for(size_t i = 0; i < box.Vertices.size(); ++i, ++k)
//	{
//		vertices[k].Pos = box.Vertices[i].Position;
//		vertices[k].Normal = box.Vertices[i].Normal;
//		vertices[k].TexC = box.Vertices[i].TexC;
//	}
//
//	for(size_t i = 0; i < grid.Vertices.size(); ++i, ++k)
//	{
//		vertices[k].Pos = grid.Vertices[i].Position;
//		vertices[k].Normal = grid.Vertices[i].Normal;
//		vertices[k].TexC = grid.Vertices[i].TexC;
//	}
//
//	for(size_t i = 0; i < sphere.Vertices.size(); ++i, ++k)
//	{
//		vertices[k].Pos = sphere.Vertices[i].Position;
//		vertices[k].Normal = sphere.Vertices[i].Normal;
//		vertices[k].TexC = sphere.Vertices[i].TexC;
//	}
//
//	for(size_t i = 0; i < cylinder.Vertices.size(); ++i, ++k)
//	{
//		vertices[k].Pos = cylinder.Vertices[i].Position;
//		vertices[k].Normal = cylinder.Vertices[i].Normal;
//		vertices[k].TexC = cylinder.Vertices[i].TexC;
//	}
//
//	std::vector<std::uint16_t> indices;
//	indices.insert(indices.end(), std::begin(box.GetIndices16()), std::end(box.GetIndices16()));
//	indices.insert(indices.end(), std::begin(grid.GetIndices16()), std::end(grid.GetIndices16()));
//	indices.insert(indices.end(), std::begin(sphere.GetIndices16()), std::end(sphere.GetIndices16()));
//	indices.insert(indices.end(), std::begin(cylinder.GetIndices16()), std::end(cylinder.GetIndices16()));
//
//    const UINT vbByteSize = (UINT)vertices.size() * sizeof(Vertex);
//    const UINT ibByteSize = (UINT)indices.size()  * sizeof(std::uint16_t);
//
//	auto geo = std::make_unique<MeshGeometry>();
//	geo->Name = "shapeGeo";
//
//	ThrowIfFailed(D3DCreateBlob(vbByteSize, &geo->VertexBufferCPU));
//	CopyMemory(geo->VertexBufferCPU->GetBufferPointer(), vertices.data(), vbByteSize);
//
//	ThrowIfFailed(D3DCreateBlob(ibByteSize, &geo->IndexBufferCPU));
//	CopyMemory(geo->IndexBufferCPU->GetBufferPointer(), indices.data(), ibByteSize);
//
//	geo->VertexBufferGPU = d3dUtil::CreateDefaultBuffer(md3dDevice.Get(),
//		mCommandList.Get(), vertices.data(), vbByteSize, geo->VertexBufferUploader);
//
//	geo->IndexBufferGPU = d3dUtil::CreateDefaultBuffer(md3dDevice.Get(),
//		mCommandList.Get(), indices.data(), ibByteSize, geo->IndexBufferUploader);
//
//	geo->VertexByteStride = sizeof(Vertex);
//	geo->VertexBufferByteSize = vbByteSize;
//	geo->IndexFormat = DXGI_FORMAT_R16_UINT;
//	geo->IndexBufferByteSize = ibByteSize;
//
//	geo->DrawArgs["box"] = boxSubmesh;
//	geo->DrawArgs["grid"] = gridSubmesh;
//	geo->DrawArgs["sphere"] = sphereSubmesh;
//	geo->DrawArgs["cylinder"] = cylinderSubmesh;
//
//	mGeometries[geo->Name] = std::move(geo);
//}
//
//void DynamicCubeMapApp::BuildPSOs()
//{
//    D3D12_GRAPHICS_PIPELINE_STATE_DESC opaquePsoDesc;
//
//	//
//	// PSO for opaque objects.
//	//
//    ZeroMemory(&opaquePsoDesc, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
//	opaquePsoDesc.InputLayout = { mInputLayout.data(), (UINT)mInputLayout.size() };
//	opaquePsoDesc.pRootSignature = mRootSignature.Get();
//	opaquePsoDesc.VS = 
//	{ 
//		reinterpret_cast<BYTE*>(mShaders["standardVS"]->GetBufferPointer()), 
//		mShaders["standardVS"]->GetBufferSize()
//	};
//	opaquePsoDesc.PS = 
//	{ 
//		reinterpret_cast<BYTE*>(mShaders["opaquePS"]->GetBufferPointer()),
//		mShaders["opaquePS"]->GetBufferSize()
//	};
//	opaquePsoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
//	opaquePsoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
//	opaquePsoDesc.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC(D3D12_DEFAULT);
//	opaquePsoDesc.SampleMask = UINT_MAX;
//	opaquePsoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
//	opaquePsoDesc.NumRenderTargets = 1;
//	opaquePsoDesc.RTVFormats[0] = mBackBufferFormat;
//	opaquePsoDesc.SampleDesc.Count = m4xMsaaState ? 4 : 1;
//	opaquePsoDesc.SampleDesc.Quality = m4xMsaaState ? (m4xMsaaQuality - 1) : 0;
//	opaquePsoDesc.DSVFormat = mDepthStencilFormat;
//    ThrowIfFailed(md3dDevice->CreateGraphicsPipelineState(&opaquePsoDesc, IID_PPV_ARGS(&mPSOs["opaque"])));
//
//	//
//	// PSO for sky.
//	//
//	D3D12_GRAPHICS_PIPELINE_STATE_DESC skyPsoDesc = opaquePsoDesc;
//
//	// The camera is inside the sky sphere, so just turn off culling.
//	skyPsoDesc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
//
//	// Make sure the depth function is LESS_EQUAL and not just LESS.  
//	// Otherwise, the normalized depth values at z = 1 (NDC) will 
//	// fail the depth test if the depth buffer was cleared to 1.
//	skyPsoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
//	skyPsoDesc.pRootSignature = mRootSignature.Get();
//	skyPsoDesc.VS =
//	{
//		reinterpret_cast<BYTE*>(mShaders["skyVS"]->GetBufferPointer()),
//		mShaders["skyVS"]->GetBufferSize()
//	};
//	skyPsoDesc.PS =
//	{
//		reinterpret_cast<BYTE*>(mShaders["skyPS"]->GetBufferPointer()),
//		mShaders["skyPS"]->GetBufferSize()
//	};
//	ThrowIfFailed(md3dDevice->CreateGraphicsPipelineState(&skyPsoDesc, IID_PPV_ARGS(&mPSOs["sky"])));
//
//}
//
//void DynamicCubeMapApp::BuildFrameResources()
//{
//    for(int i = 0; i < gNumFrameResources; ++i)
//    {
//        mFrameResources.push_back(std::make_unique<DCFrameResource>(md3dDevice.Get(),
//            7, (UINT)mAllRitems.size(), (UINT)mMaterials.size()));
//    }
//}
//
//void DynamicCubeMapApp::BuildMaterials()
//{
//    auto bricks0 = std::make_unique<Material>();
//    bricks0->Name = "bricks0";
//    bricks0->MatCBIndex = 0;
//    bricks0->DiffuseSrvHeapIndex = 0;
//    bricks0->DiffuseAlbedo = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);
//    bricks0->FresnelR0 = XMFLOAT3(0.1f, 0.1f, 0.1f);
//    bricks0->Roughness = 0.3f;
//
//    auto tile0 = std::make_unique<Material>();
//    tile0->Name = "tile0";
//    tile0->MatCBIndex = 1;
//    tile0->DiffuseSrvHeapIndex = 1;
//    tile0->DiffuseAlbedo = XMFLOAT4(0.9f, 0.9f, 0.9f, 1.0f);
//    tile0->FresnelR0 = XMFLOAT3(0.2f, 0.2f, 0.2f);
//    tile0->Roughness = 0.1f;
//
//    auto mirror0 = std::make_unique<Material>();
//    mirror0->Name = "mirror0";
//    mirror0->MatCBIndex = 2;
//    mirror0->DiffuseSrvHeapIndex = 2;
//    mirror0->DiffuseAlbedo = XMFLOAT4(0.0f, 0.0f, 0.0f, 1.0f);
//    mirror0->FresnelR0 = XMFLOAT3(0.98f, 0.97f, 0.95f);
//    mirror0->Roughness = 0.1f;
//
//    auto sky = std::make_unique<Material>();
//    sky->Name = "sky";
//    sky->MatCBIndex = 3;
//    sky->DiffuseSrvHeapIndex = 3;
//    sky->DiffuseAlbedo = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);
//    sky->FresnelR0 = XMFLOAT3(0.1f, 0.1f, 0.1f);
//    sky->Roughness = 1.0f;
//
//    auto skullMat = std::make_unique<Material>();
//    skullMat->Name = "skullMat";
//    skullMat->MatCBIndex = 4;
//    skullMat->DiffuseSrvHeapIndex = 2;
//    skullMat->DiffuseAlbedo = XMFLOAT4(0.8f, 0.8f, 0.8f, 1.0f);
//    skullMat->FresnelR0 = XMFLOAT3(0.2f, 0.2f, 0.2f);
//    skullMat->Roughness = 0.2f;
//
//    mMaterials["bricks0"] = std::move(bricks0);
//    mMaterials["tile0"] = std::move(tile0);
//    mMaterials["mirror0"] = std::move(mirror0);
//    mMaterials["sky"] = std::move(sky);
//    mMaterials["skullMat"] = std::move(skullMat);
//}
//
//void DynamicCubeMapApp::BuildRenderItems()
//{
//	auto skyRitem = std::make_unique<RenderItem>();
//	XMStoreFloat4x4(&skyRitem->World, XMMatrixScaling(5000.0f, 5000.0f, 5000.0f));
//	skyRitem->TexTransform = MathHelper::Identity4x4();
//	skyRitem->ObjCBIndex = 0;
//	skyRitem->Mat = mMaterials["sky"].get();
//	skyRitem->Geo = mGeometries["shapeGeo"].get();
//	skyRitem->PrimitiveType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
//	skyRitem->IndexCount = skyRitem->Geo->DrawArgs["sphere"].IndexCount;
//	skyRitem->StartIndexLocation = skyRitem->Geo->DrawArgs["sphere"].StartIndexLocation;
//	skyRitem->BaseVertexLocation = skyRitem->Geo->DrawArgs["sphere"].BaseVertexLocation;
//
//	mRitemLayer[(int)RenderLayer::Sky].push_back(skyRitem.get());
//	mAllRitems.push_back(std::move(skyRitem));
//
//	auto skullRitem = std::make_unique<RenderItem>();
//	skullRitem->World = MathHelper::Identity4x4();
//	skullRitem->TexTransform = MathHelper::Identity4x4();
//	skullRitem->ObjCBIndex = 1;
//	skullRitem->Mat = mMaterials["skullMat"].get();
//	skullRitem->Geo = mGeometries["skullGeo"].get();
//	skullRitem->PrimitiveType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
//	skullRitem->IndexCount = skullRitem->Geo->DrawArgs["skull"].IndexCount;
//	skullRitem->StartIndexLocation = skullRitem->Geo->DrawArgs["skull"].StartIndexLocation;
//	skullRitem->BaseVertexLocation = skullRitem->Geo->DrawArgs["skull"].BaseVertexLocation;
//
//	mSkullRitem = skullRitem.get();
//
//	mRitemLayer[(int)RenderLayer::Opaque].push_back(skullRitem.get());
//	mAllRitems.push_back(std::move(skullRitem));
//
//	auto boxRitem = std::make_unique<RenderItem>();
//	XMStoreFloat4x4(&boxRitem->World, XMMatrixScaling(2.0f, 1.0f, 2.0f)*XMMatrixTranslation(0.0f, 0.5f, 0.0f));
//	XMStoreFloat4x4(&boxRitem->TexTransform, XMMatrixScaling(1.0f, 1.0f, 1.0f));
//	boxRitem->ObjCBIndex = 2;
//	boxRitem->Mat = mMaterials["bricks0"].get();
//	boxRitem->Geo = mGeometries["shapeGeo"].get();
//	boxRitem->PrimitiveType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
//	boxRitem->IndexCount = boxRitem->Geo->DrawArgs["box"].IndexCount;
//	boxRitem->StartIndexLocation = boxRitem->Geo->DrawArgs["box"].StartIndexLocation;
//	boxRitem->BaseVertexLocation = boxRitem->Geo->DrawArgs["box"].BaseVertexLocation;
//
//	mRitemLayer[(int)RenderLayer::Opaque].push_back(boxRitem.get());
//	mAllRitems.push_back(std::move(boxRitem));
//
//	auto globeRitem = std::make_unique<RenderItem>();
//	XMStoreFloat4x4(&globeRitem->World, XMMatrixScaling(2.0f, 2.0f, 2.0f)*XMMatrixTranslation(0.0f, 2.0f, 0.0f));
//	XMStoreFloat4x4(&globeRitem->TexTransform, XMMatrixScaling(1.0f, 1.0f, 1.0f));
//	globeRitem->ObjCBIndex = 3;
//	globeRitem->Mat = mMaterials["mirror0"].get();
//	globeRitem->Geo = mGeometries["shapeGeo"].get();
//	globeRitem->PrimitiveType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
//	globeRitem->IndexCount = globeRitem->Geo->DrawArgs["sphere"].IndexCount;
//	globeRitem->StartIndexLocation = globeRitem->Geo->DrawArgs["sphere"].StartIndexLocation;
//	globeRitem->BaseVertexLocation = globeRitem->Geo->DrawArgs["sphere"].BaseVertexLocation;
//
//	mRitemLayer[(int)RenderLayer::OpaqueDynamicReflectors].push_back(globeRitem.get());
//	mAllRitems.push_back(std::move(globeRitem));
//
//    auto gridRitem = std::make_unique<RenderItem>();
//    gridRitem->World = MathHelper::Identity4x4();
//	XMStoreFloat4x4(&gridRitem->TexTransform, XMMatrixScaling(8.0f, 8.0f, 1.0f));
//	gridRitem->ObjCBIndex = 4;
//	gridRitem->Mat = mMaterials["tile0"].get();
//	gridRitem->Geo = mGeometries["shapeGeo"].get();
//	gridRitem->PrimitiveType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
//    gridRitem->IndexCount = gridRitem->Geo->DrawArgs["grid"].IndexCount;
//    gridRitem->StartIndexLocation = gridRitem->Geo->DrawArgs["grid"].StartIndexLocation;
//    gridRitem->BaseVertexLocation = gridRitem->Geo->DrawArgs["grid"].BaseVertexLocation;
//
//	mRitemLayer[(int)RenderLayer::Opaque].push_back(gridRitem.get());
//	mAllRitems.push_back(std::move(gridRitem));
//
//	XMMATRIX brickTexTransform = XMMatrixScaling(1.5f, 2.0f, 1.0f);
//	UINT objCBIndex = 5;
//	for(int i = 0; i < 5; ++i)
//	{
//		auto leftCylRitem = std::make_unique<RenderItem>();
//		auto rightCylRitem = std::make_unique<RenderItem>();
//		auto leftSphereRitem = std::make_unique<RenderItem>();
//		auto rightSphereRitem = std::make_unique<RenderItem>();
//
//		XMMATRIX leftCylWorld = XMMatrixTranslation(-5.0f, 1.5f, -10.0f + i*5.0f);
//		XMMATRIX rightCylWorld = XMMatrixTranslation(+5.0f, 1.5f, -10.0f + i*5.0f);
//
//		XMMATRIX leftSphereWorld = XMMatrixTranslation(-5.0f, 3.5f, -10.0f + i*5.0f);
//		XMMATRIX rightSphereWorld = XMMatrixTranslation(+5.0f, 3.5f, -10.0f + i*5.0f);
//
//		XMStoreFloat4x4(&leftCylRitem->World, rightCylWorld);
//		XMStoreFloat4x4(&leftCylRitem->TexTransform, brickTexTransform);
//		leftCylRitem->ObjCBIndex = objCBIndex++;
//		leftCylRitem->Mat = mMaterials["bricks0"].get();
//		leftCylRitem->Geo = mGeometries["shapeGeo"].get();
//		leftCylRitem->PrimitiveType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
//		leftCylRitem->IndexCount = leftCylRitem->Geo->DrawArgs["cylinder"].IndexCount;
//		leftCylRitem->StartIndexLocation = leftCylRitem->Geo->DrawArgs["cylinder"].StartIndexLocation;
//		leftCylRitem->BaseVertexLocation = leftCylRitem->Geo->DrawArgs["cylinder"].BaseVertexLocation;
//
//		XMStoreFloat4x4(&rightCylRitem->World, leftCylWorld);
//		XMStoreFloat4x4(&rightCylRitem->TexTransform, brickTexTransform);
//		rightCylRitem->ObjCBIndex = objCBIndex++;
//		rightCylRitem->Mat = mMaterials["bricks0"].get();
//		rightCylRitem->Geo = mGeometries["shapeGeo"].get();
//		rightCylRitem->PrimitiveType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
//		rightCylRitem->IndexCount = rightCylRitem->Geo->DrawArgs["cylinder"].IndexCount;
//		rightCylRitem->StartIndexLocation = rightCylRitem->Geo->DrawArgs["cylinder"].StartIndexLocation;
//		rightCylRitem->BaseVertexLocation = rightCylRitem->Geo->DrawArgs["cylinder"].BaseVertexLocation;
//
//		XMStoreFloat4x4(&leftSphereRitem->World, leftSphereWorld);
//		leftSphereRitem->TexTransform = MathHelper::Identity4x4();
//		leftSphereRitem->ObjCBIndex = objCBIndex++;
//		leftSphereRitem->Mat = mMaterials["mirror0"].get();
//		leftSphereRitem->Geo = mGeometries["shapeGeo"].get();
//		leftSphereRitem->PrimitiveType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
//		leftSphereRitem->IndexCount = leftSphereRitem->Geo->DrawArgs["sphere"].IndexCount;
//		leftSphereRitem->StartIndexLocation = leftSphereRitem->Geo->DrawArgs["sphere"].StartIndexLocation;
//		leftSphereRitem->BaseVertexLocation = leftSphereRitem->Geo->DrawArgs["sphere"].BaseVertexLocation;
//
//		XMStoreFloat4x4(&rightSphereRitem->World, rightSphereWorld);
//		rightSphereRitem->TexTransform = MathHelper::Identity4x4();
//		rightSphereRitem->ObjCBIndex = objCBIndex++;
//		rightSphereRitem->Mat = mMaterials["mirror0"].get();
//		rightSphereRitem->Geo = mGeometries["shapeGeo"].get();
//		rightSphereRitem->PrimitiveType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
//		rightSphereRitem->IndexCount = rightSphereRitem->Geo->DrawArgs["sphere"].IndexCount;
//		rightSphereRitem->StartIndexLocation = rightSphereRitem->Geo->DrawArgs["sphere"].StartIndexLocation;
//		rightSphereRitem->BaseVertexLocation = rightSphereRitem->Geo->DrawArgs["sphere"].BaseVertexLocation;
//
//		mRitemLayer[(int)RenderLayer::Opaque].push_back(leftCylRitem.get());
//		mRitemLayer[(int)RenderLayer::Opaque].push_back(rightCylRitem.get());
//		mRitemLayer[(int)RenderLayer::Opaque].push_back(leftSphereRitem.get());
//		mRitemLayer[(int)RenderLayer::Opaque].push_back(rightSphereRitem.get());
//
//		mAllRitems.push_back(std::move(leftCylRitem));
//		mAllRitems.push_back(std::move(rightCylRitem));
//		mAllRitems.push_back(std::move(leftSphereRitem));
//		mAllRitems.push_back(std::move(rightSphereRitem));
//	}
//}
//
//void DynamicCubeMapApp::DrawRenderItems(ID3D12GraphicsCommandList* cmdList, const std::vector<RenderItem*>& ritems)
//{
//    UINT objCBByteSize = d3dUtil::CalcConstantBufferByteSize(sizeof(ObjectConstants));
// 
//	auto objectCB = mCurrFrameResource->ObjectCB->Resource();
//
//    // For each render item...
//    for(size_t i = 0; i < ritems.size(); ++i)
//    {
//        auto ri = ritems[i];
//
//        cmdList->IASetVertexBuffers(0, 1, &ri->Geo->VertexBufferView());
//        cmdList->IASetIndexBuffer(&ri->Geo->IndexBufferView());
//        cmdList->IASetPrimitiveTopology(ri->PrimitiveType);
//
//        D3D12_GPU_VIRTUAL_ADDRESS objCBAddress = objectCB->GetGPUVirtualAddress() + ri->ObjCBIndex*objCBByteSize;
//
//		cmdList->SetGraphicsRootConstantBufferView(0, objCBAddress);
//
//        cmdList->DrawIndexedInstanced(ri->IndexCount, 1, ri->StartIndexLocation, ri->BaseVertexLocation, 0);
//    }
//}
//
//void DynamicCubeMapApp::DrawSceneToCubeMap()
//{
//	mCommandList->RSSetViewports(1, &mDynamicCubeMap->Viewport());
//	mCommandList->RSSetScissorRects(1, &mDynamicCubeMap->ScissorRect());
//
//	// Change to RENDER_TARGET.
//	mCommandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(mDynamicCubeMap->Resource(),
//		D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_RENDER_TARGET));
//
//	UINT passCBByteSize = d3dUtil::CalcConstantBufferByteSize(sizeof(PassConstants));
//
//	// For each cube map face.
//	for(int i = 0; i < 6; ++i)
//	{
//		// Clear the back buffer and depth buffer.
//		mCommandList->ClearRenderTargetView(mDynamicCubeMap->Rtv(i), Colors::LightSteelBlue, 0, nullptr);
//		mCommandList->ClearDepthStencilView(mCubeDSV, D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 1.0f, 0, 0, nullptr);
//
//		// Specify the buffers we are going to render to.
//		mCommandList->OMSetRenderTargets(1, &mDynamicCubeMap->Rtv(i), true, &mCubeDSV);
//
//		// Bind the pass constant buffer for this cube map face so we use 
//		// the right view/proj matrix for this cube face.
//		auto passCB = mCurrFrameResource->PassCB->Resource();
//		D3D12_GPU_VIRTUAL_ADDRESS passCBAddress = passCB->GetGPUVirtualAddress() + (1+i)*passCBByteSize;
//		mCommandList->SetGraphicsRootConstantBufferView(1, passCBAddress);
//
//		DrawRenderItems(mCommandList.Get(), mRitemLayer[(int)RenderLayer::Opaque]);
//
//		mCommandList->SetPipelineState(mPSOs["sky"].Get());
//		DrawRenderItems(mCommandList.Get(), mRitemLayer[(int)RenderLayer::Sky]);
//
//		mCommandList->SetPipelineState(mPSOs["opaque"].Get());
//	}
//
//	// Change back to GENERIC_READ so we can read the texture in a shader.
//	mCommandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(mDynamicCubeMap->Resource(),
//		D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_GENERIC_READ));
//}
//
//std::array<const CD3DX12_STATIC_SAMPLER_DESC, 6> DynamicCubeMapApp::GetStaticSamplers()
//{
//	// Applications usually only need a handful of samplers.  So just define them all up front
//	// and keep them available as part of the root signature.  
//
//	const CD3DX12_STATIC_SAMPLER_DESC pointWrap(
//		0, // shaderRegister
//		D3D12_FILTER_MIN_MAG_MIP_POINT, // filter
//		D3D12_TEXTURE_ADDRESS_MODE_WRAP,  // addressU
//		D3D12_TEXTURE_ADDRESS_MODE_WRAP,  // addressV
//		D3D12_TEXTURE_ADDRESS_MODE_WRAP); // addressW
//
//	const CD3DX12_STATIC_SAMPLER_DESC pointClamp(
//		1, // shaderRegister
//		D3D12_FILTER_MIN_MAG_MIP_POINT, // filter
//		D3D12_TEXTURE_ADDRESS_MODE_CLAMP,  // addressU
//		D3D12_TEXTURE_ADDRESS_MODE_CLAMP,  // addressV
//		D3D12_TEXTURE_ADDRESS_MODE_CLAMP); // addressW
//
//	const CD3DX12_STATIC_SAMPLER_DESC linearWrap(
//		2, // shaderRegister
//		D3D12_FILTER_MIN_MAG_MIP_LINEAR, // filter
//		D3D12_TEXTURE_ADDRESS_MODE_WRAP,  // addressU
//		D3D12_TEXTURE_ADDRESS_MODE_WRAP,  // addressV
//		D3D12_TEXTURE_ADDRESS_MODE_WRAP); // addressW
//
//	const CD3DX12_STATIC_SAMPLER_DESC linearClamp(
//		3, // shaderRegister
//		D3D12_FILTER_MIN_MAG_MIP_LINEAR, // filter
//		D3D12_TEXTURE_ADDRESS_MODE_CLAMP,  // addressU
//		D3D12_TEXTURE_ADDRESS_MODE_CLAMP,  // addressV
//		D3D12_TEXTURE_ADDRESS_MODE_CLAMP); // addressW
//
//	const CD3DX12_STATIC_SAMPLER_DESC anisotropicWrap(
//		4, // shaderRegister
//		D3D12_FILTER_ANISOTROPIC, // filter
//		D3D12_TEXTURE_ADDRESS_MODE_WRAP,  // addressU
//		D3D12_TEXTURE_ADDRESS_MODE_WRAP,  // addressV
//		D3D12_TEXTURE_ADDRESS_MODE_WRAP,  // addressW
//		0.0f,                             // mipLODBias
//		8);                               // maxAnisotropy
//
//	const CD3DX12_STATIC_SAMPLER_DESC anisotropicClamp(
//		5, // shaderRegister
//		D3D12_FILTER_ANISOTROPIC, // filter
//		D3D12_TEXTURE_ADDRESS_MODE_CLAMP,  // addressU
//		D3D12_TEXTURE_ADDRESS_MODE_CLAMP,  // addressV
//		D3D12_TEXTURE_ADDRESS_MODE_CLAMP,  // addressW
//		0.0f,                              // mipLODBias
//		8);                                // maxAnisotropy
//
//	return { 
//		pointWrap, pointClamp,
//		linearWrap, linearClamp, 
//		anisotropicWrap, anisotropicClamp };
//}
//
//void DynamicCubeMapApp::BuildCubeFaceCamera(float x, float y, float z)
//{
//	// Generate the cube map about the given position.
//	XMFLOAT3 center(x, y, z);
//	XMFLOAT3 worldUp(0.0f, 1.0f, 0.0f);
//
//	// Look along each coordinate axis.
//	XMFLOAT3 targets[6] =
//	{
//		XMFLOAT3(x + 1.0f, y, z), // +X
//		XMFLOAT3(x - 1.0f, y, z), // -X
//		XMFLOAT3(x, y + 1.0f, z), // +Y
//		XMFLOAT3(x, y - 1.0f, z), // -Y
//		XMFLOAT3(x, y, z + 1.0f), // +Z
//		XMFLOAT3(x, y, z - 1.0f)  // -Z
//	};
//
//	// Use world up vector (0,1,0) for all directions except +Y/-Y.  In these cases, we
//	// are looking down +Y or -Y, so we need a different "up" vector.
//	XMFLOAT3 ups[6] =
//	{
//		XMFLOAT3(0.0f, 1.0f, 0.0f),  // +X
//		XMFLOAT3(0.0f, 1.0f, 0.0f),  // -X
//		XMFLOAT3(0.0f, 0.0f, -1.0f), // +Y
//		XMFLOAT3(0.0f, 0.0f, +1.0f), // -Y
//		XMFLOAT3(0.0f, 1.0f, 0.0f),	 // +Z
//		XMFLOAT3(0.0f, 1.0f, 0.0f)	 // -Z
//	};
//
//	for(int i = 0; i < 6; ++i)
//	{
//		mCubeMapCamera[i].LookAt(center, targets[i], ups[i]);
//		mCubeMapCamera[i].SetLens(0.5f*XM_PI, 1.0f, 0.1f, 1000.0f);
//		mCubeMapCamera[i].UpdateViewMatrix();
//	}
//}